43 lines
3.4 KiB
Markdown
43 lines
3.4 KiB
Markdown
---
|
|
type: User Story
|
|
title: "US-002: Rejoin without a visible identity"
|
|
description: Let an unlocked player turn a qualifying invisible disconnect into one identity-concealed session.
|
|
status: done
|
|
---
|
|
|
|
# US-002: Rejoin without a visible identity
|
|
|
|
As an **unlocked player**, I want to disconnect while invisibility from a potion I drank is active so that my identity is concealed throughout my next session.
|
|
|
|
## Acceptance criteria
|
|
|
|
- [x] An unlocked player becomes eligible for a concealed login only by disconnecting while an invisibility effect from a potion they directly drank remains active.
|
|
- [x] A player who has not unlocked stealth cannot prepare a concealed login.
|
|
- [x] An ordinary disconnect without an active qualifying effect clears any preparation for the next login.
|
|
- [x] On a prepared login, no public join announcement is shown.
|
|
- [x] When a concealed player disconnects, no public quit or disconnect announcement is shown.
|
|
- [x] Ordinary players' quit messages remain unchanged.
|
|
- [x] Concealment is checked before disconnect cleanup so announcement suppression is reliable.
|
|
- [x] Throughout the concealed session, the player is absent from every other player's tab list, including administrators' tab lists.
|
|
- [x] The multiplayer server list's online-player count excludes currently concealed players.
|
|
- [x] Concealed players are excluded from any player-name sample shown for the server-list count, while ordinary players remain represented.
|
|
- [x] The public count never becomes negative, and the configured maximum-player count remains unchanged.
|
|
- [x] Server-list concealment changes only the public ping response and does not alter actual online-player state or gameplay.
|
|
- [x] Throughout the concealed session, no overhead name tag identifies the player to any other player, including administrators.
|
|
- [x] The concealed player's physical character remains visible in the world and retains ordinary movement, interaction, combat, and permission behavior.
|
|
- [x] The concealed player receives a private message explaining that stealth is active for the session.
|
|
- [x] Concealment lasts until the player disconnects and is handled predictably across death and plugin reload or disable events.
|
|
- [x] Disconnecting consumes the current concealed session; another concealed login requires another qualifying potion and qualifying disconnect.
|
|
- [x] Merely owning the unlock never conceals an ordinary login or carries concealment automatically into a later session.
|
|
- [x] Prepared-login state survives a server restart between the qualifying disconnect and the next login.
|
|
|
|
## Validation
|
|
|
|
Automated tests verify unlocked and locked disconnect transitions, ordinary-disconnect clearing, one-login consumption, concealed join and quit announcement suppression, preservation of ordinary announcements, private activation messaging, ordinary-login presentation, tab removal for existing and new observers, overhead-name suppression, active concealed-session tracking, public server-list count and sample filtering, nonnegative counts, unchanged maximum capacity, and the absence of entity-hiding calls. ProtocolLib is declared as a required dependency, prepared state round trips through YAML, and `./gradlew clean check jar` passes.
|
|
|
|
## Related
|
|
|
|
- [Accumulate invisibility time and unlock stealth](us-001-accumulate-invisibility-and-unlock.md)
|
|
- [Inspect and manage player stealth](us-004-administer-player-stealth.md)
|
|
- [Configure and persist stealth progression](us-005-configure-and-persist-progression.md)
|